I'd like to explain the M3 change on units garrisoned. It's not like when the M3 dies you have 50% of chances to lose the squad, it's 50% per entity, so for each soldier. The chances to lose the entire squad are minimal ![:) :)](/images/Smileys/smile.gif)
About the other changes to tanks you are asking, Relic knows about that and changes will be made. And Stephenn, that's exactly what I think too.
Cool thing is that if he uses sniper in the M3 then there is a 50% chance for each member to die when M3 is destroyed. Thus there is 25% chance that both die when M3 explodes. There is also a 75%
![:hyper: :hyper:](/images/Smileys/hyper.gif)
chance that one (or both) of the two snipers will die, thus making it easy to chase down the remaining member with the german 222(or whatever unit) you killed it with.
Chances for larger squads are obviously lower yes, as Marcus correctly mentioned, so his cars will still be very viable.
I like the way they made it risk vs reward, cos now its a gamble putting units in the M3. Micro'ing M3's and last second disembarking is going to be a huge thing from now on for soviet clown car spammers
Im also very glad the 222 got a buff cos it was only useful at killing M3's. Haven't tried it yet but maybe it will be better vs inf now. 222's damage took a slight nerf, but its rate of fire and accuracy were increased. Having 0.2 accuracy instead of 0.125 is a huge increase, maybe this will mean they do a lot more damage in general (also to infantry)?
Lastly, I wonder wether at nades and fausts will be changed in a future patch cos dodging them is very hard and you can't micro out of range once the animation started. Maybe they should make it so that if you are out of a certain (longer than casting) range the nade/faust will not be thrown/fired and other player gets back his cooldown/munis.
To explain my point: Currently you can drive on the road at full speed past scripts, they cast and animation starts, and by the time they throw you are miles away and the football player script still throws. This is like a missile locking system. Maybe the "locking system" should cancel if you are far enough away (a distance further than the initial cast range but not more than a certain amount) by the time he tries to throw it (same applies to faust for ostheer).